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REFERENCE SHEET

1. 2. 3. 4. 5.

TURN SEQUENCE
Priority Phase move Phase Combat Phase action Phase end Phase

1. determine Priority 2. test morale

PRIORITY PHASE

models may move or use a missile weapon normal move = 6 run = up to 9 (may not engage) if it does not pass within 1 of an enemy model during any part of its movement move halved if Stunned, grievously wounded, encumbered, or moving through difficult terrain may Withdraw 2 if in base-to-base combat with an enemy mounted models move 12 or gallop 18 or make ride-byattack (9 now, 9 in action Phase)

MOvE PHASE

Check when: the Buntais morale is currently Wavering at least 25% of the starting strength of the Buntai suffered a Critical wound in the previous turn (for example, if a Buntai that started the game with 10 models loses 3 to critical wounds in any one turn, it must test the following turn). the leader of the Buntai suffers a Critical wound. roll 2d6 +/- modifiers (a natural roll of 2 is always a success and a natural roll of 12 is always a failure): the Buntai is at less than half strength: +1 the Buntais morale is currently Wavering: +1 the Buntai has at least one model with the Commander ability: -1 the Buntai has a banner: you may choose to reroll the morale test if the result is equal to or less than the Buntais morale rating: if the Buntais morale is currently Steady, then nothing will happen if the Buntais morale is currently Wavering, it will change to Steady if the result exceeds the Buntais morale rating: if the Buntais morale is currently Steady, it will change to Wavering if the Buntais morale is currently Wavering, it will change to routing once a Buntais morale changes to routing, it will remain so for the rest of the game.

TEST MORALE

attacker rolls 2d6 +/- modifiers defender adds modifiers to a base of 6


Modifiers to Shooting Attack Roll target is less than 6 away target is 1224 away target is 2436 away target is more than 36 away target is engaged in combat Shooting model made a normal move this turn Shooting model made a run or gallop move this turn Shooting model previously fired this turn Shooting model is shooting in the move Phase Shooting model has a grievous wound all modifiers are cumulative. +1 -1 -2 (-3 if shooting with a teppo) -3 (-4 if shooting with a teppo) -1 (plus see special rules for shooting into combat) -1 -2 -1 -1 -1

SHOOTING ATTACKS

Modifiers to Shooting Defence Score target has light armour target has medium armour target has heavy armour target is in light cover target is in heavy cover all modifiers are cumulative. +1 +2 +3 +1 +2

Weapon Shuriken (throwing star)

Maximum Range 6

Wound Modifier -2

Special there is no penalty for moving and using a shuriken. the teppo, or arquebus, must be reloaded before it can be fired again (see action Phase, below). Whenever a teppo is fired, it is helpful to place a small ball of cotton wool or similar next to the model to signify this. a teppo is inaccurate at long ranges, and so all shots of more than 24 incur an additional -1 penalty. models that are fired at with a teppo do not gain any benefits from light or medium armour, and heavy armour is considered to be light armour.

teppo (arquebus)

48

Special

Yumi (bow)

48

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COMBAT PHASE
COMBAT PROCESS
1. draw counters equal to Combat Pool 2. determine initiative
Weapon katana (sword) Wakizashi (short sword) nodachi (two-handed sword) tanto (dagger) naginata (halberd Yari (spear) nagae-yari (pike) Jo (short staff ) Bo (quarterstaff ) tetsubo (long club) kasurigama (sickle and chain) Weaponless improvised weapon Modifiers to Defence Roll target has light armour target has medium armour target has heavy armour target is engaged by 3 or more enemy models +1 +2 +3 -1 -1 +1/-1 -1 -1 +1 this weapon provides a +1 initiative bonus in the first round of combat and +1 to any Subdue attempt. this represents fighting without a weapon, using punches, kicks and grappling techniques. Such attacks suffer an additional -1 penalty when directed against models equipped with heavy armour. -1 -1 -1 +1 +2 +3/-2 +1 +1 -1 +1 +1 attack roll modifier if mounted and making a ride-by attack. this weapon provides a +3 initiative bonus in the first round of combat. however, if this same combat continues for another turn, the wielder suffers a -2 initiative penalty for each subsequent turn. Initiative Modifier

3. first model attacks rolls 2d6 (3d6 if enhanceed) and adds fight and any modifiers. defender rolls 1d6 (2d6 if enhanceed) and adds modifiers
Attack Roll Modifier Special

ENHANCING
When you enhance an initiative roll, you roll 2 dice and discard 1. When you enhance an attack roll, you roll 3 dice and discard 1. When you enhance a defence roll, you roll 2 dice and keep both.

WOUNDS
Wound Score 1 23 45 6 Result Stunned light wound grievous wound Critical wound Effect -1 to initiative -1 to initiative, -1 to fight -2 to initiative, -1 to fight, -1 to Combat Pool, -1 to Shoot this model has been killed

ACTION PHASE
models may: use a missile weapon reload a teppo loot a body or collect a head Pick up an object mount or dismount rest

END PHASE
REMOvE STUNNED COUNTERS
roll a d6 for each model that has one or more Stunned counters and apply the result shown in the table below. apply a -1 modifier to this roll if the model is engaged in combat, and a +1 modifier if the model rested in the action Phase.

12 35 6

no effect. remove one Stunned Counter remove up to two Stunned Counters

vICTORY CONDITIONS
Check to see if the Victory Conditions of the scenario have been met.

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